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Exploring Consumer Point-Of-Purchase Dynamics
Combining Virtual Reality and Choice Modeling in Consumer Purchase Analyses
Bernhard Treiber & Stephen P. Needel
Mulţumim, şi pe această cale,
autorilor acestui material, pentru
generoasa permisiune de a-l folosi
în scopuri didactice
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Integration of two new approaches to consumer research
Choice-Based Conjoint Analysis
• involves the use of designed hypothetical choice situations
• measures consumer choices
• predicts their choices in new situations
Virtual Shopping Systems
• consist of a virtual „shelf“ or „store“ model and dy-namic virtual products
• can represent actual or hypothetical in-store decision tasks for con-sumers
• allows simulation of critical aspects of consumer shopping behavior
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Discrete Choice Modeling
• Developed in parallel by economists and cognitive psychologists in late 1960s
• Statistical estimation techniques: McFadden, Louviere, Ben-Akiva et al.
• Wide applications:
– new product development
– positioning
– demand forecasts
– pricing research
– etc.
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Discrete Choice Experiments
• Choice scenarios are constructed on the basis of fractional factorial designs, as a systematic variation of critical product attributes and their levels.
• Each respondent is shown - one at a time - the choice scenarios.
• Each scenario specifies the products from which the respondent is to choose.
• For each scenario, the respondent provides a behavioral intention response.
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Discrete Choice Modeling
• Choice responses are decomposed into a set of part-worth utilities measuring the impact of each product attribute and its levels.
• Modeling is done through a particular type of statistical analysis (logit and probit analysis).
• Analysis is mostly done at the aggregate level (assuming that all consumers have the same preferences).
• Several software systems (e.g. SAS, CBC, LIMDEP) are available to run these analyses.
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Discrete Choice Modeling Outcomes
• Quantitative decom-position of choice responses:
part-worth utilities measure the impact of each product attribute and its levels
• Computer-based Market Simulator:
will convert utility data into market „shares“ for different products under different competitive scenarios
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Choice Tasks: Some Restrictions
• (mostly) limited number of options
• static depiction of choice alternatives
• predefined choice-consideration sets
• product information equalized across choice options
• de-contextualized choice setting
• „either-or“ choices
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Choice Tasks: Desired Improvements
• (mostly) limited number of options
• static depictions of choice alternatives
• pre-defined choice-consideration sets
• „equal information“
• de-contextualized choice setting
• „either-or“ choices
• Many more option choices admitted
• more flexibility in displaying options
• respondent chooses rele-vant subsets of options
• „information inequalities“
• choice tasks in „natural“ settings
• more complex measures of choice behavior
Virtual Reality Applications
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Virtual Store / Shopping Systems
• Developed in early 1990
• based on ‚virtual reality‘ technology
• several systems now available
• used for diverse applications:
– category management, shelf optimization, consumer research, store planning, package design, pricing
• major differences:
– focus: from entire stores to individual products
– technology: from VR headsets to standard PCs
– applications: strictly academic to fully commercialized
– project budgets
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Virtual shopping systems Differences in Focus:
from individual products to entire stores
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Virtual shopping systems Differences in Technology:
from standard PCs to VR headsets
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VISIONARY SHOPPER
DEMONSTRATION
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Visionary Shopper: a case example
• Main Features: – analytic unit: „products-in-shelves“
– display capacity: 300 products per shelf
– software: WINDOWS-98-based
– interaction medium: touch-screen
– project costs: low to moderate
– adoption: worldwide
• Origin: Harvard Business School
• Validation: positive
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QUALITY
Baby Napkins: the German market
48 Items / DM 19,99
44 Items / DM 23,99
60 Items / DM 32,99
PRICE
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QUALITY
Strategic Options for the Middle Position
48 Items / DM 19,99
44 Items / DM 23,99
60 Items / DM 32,99
PRICE
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PACKAGE CHANGE
Retail Prices
• 23,99 / 56
• 24,99 / 52
• 25,99 / 56
• 28,99 / 62
Price Per Item
• 42,8 = „current“
• 48,1
• 46,3
• 46,7
PRICE CHANGE
“Old” “New”
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PACKAGE CHANGE
Retail Price
• 32,99 / 70
• 32,99 / 62
Price Per Item
• 47,1 = „current“
• 53,2
PRICE CHANGE
“Old” “New”
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QUALITY
The German market for baby napkins:
Repositioning Options for „Player A“ and „Player B“
42,8 46,3 46,7 48,1 PRICE / ITEM
47,1 53,2
Fixies:
Pampers:
„current“
„current“
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Experimental Design
PACKAGE
• „old“
• „new“
PRICE / ITEM
• 42,8
• 46,3
• 46,7
• 48,1
• 47,1
• 53,2
FIXIES
PA1
PA2
PR1
PR2
PR3
PR4
PAMPERS
PA1
PA2
PR5
PR6
OTHERS
un-
changed
NONE
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Design Considerations
2-Factor-Designs ( Package x Price):
• FIXIES: 2 x 4 = 8 test combinations
• PAMPERS: 2 x 2 = 4 test combinations
• FIXIES x PAMPERS: 8 x 4 = 32 test cells
Fractional Factorial Design:
only a subset of all possible test combinations selected and implemented: = 16 test cells
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DESIGN CONSIDERATIONS
Experimental Design
• specifies critical combinations of Experimental Levels / Attributes („Choice Tasks“)
Visionary Shopper System
• puts choice tasks into the context of typical purchase environment („Baby napkin shelf in German supermarkets“)
• generates „new“ packaging through digital editing
• programs a total of 16 test shelves
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TEST PROCEDURE
• 16 test cells split into 4 subsets of 4 cells each
• each respondent goes through one of these subsets (= 4 test cells)
• test category („Baby Napkins“) is shown together with two other categories („Wipes“, „Bandages“)
• each test cells is seen by n=90 respondents
• total sample: N=374 mothers of babies aged 6-16 months
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TEST RUNS
Each respondent is taken through 3 product
categories on 4 shopping trips
• Trip 1: Bandages Napkins (#1 of 16) Wipes
• Trip 2: Bandages Napkins (#2 of 16) Wipes
• Trip 3: Bandages Napkins (#3 of 16) Wipes
• Trip 4: Bandages Napkins (#4 of 16) Wipes
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DATA COLLECTION:Fully automized, yielding a second-to-second
protocol of shopper behavior-in-category
• Time spent in category
• Time spent on individual products
• Close contact with individual products
• Sequence of product contacts
• Product contacts without purchase
• Purchases
– „Yes / No“
– Number of packs
• plus Follow-up interview
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CHOICE MODELING
Purchase-related measures available
• for each of 32 products
• under 16 choice tasks
• representing all 32 possible test combinations
Input for Choice Modeling:
• Multinominal logit models are fitted to the data
• every attribute level is assigned a utility
• indicating relative importance of each level
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CLIENT BENEFITSImproved Decision-Making Abilities
• Detailed quantitative understanding of how to best reposition own product line in view of likely competitor moves
• Encouraged to reposition own product line to a Hi-Price/Hi-Quality position (close to PAMPERS)
• When executed, sales, revenues, and profits were much improved,
• to the disadvantage of PAMPERS.
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RESEARCH BENEFITS 1
• Complex consumer marketing issues translate more easily into equally complex research de-signs, avoiding test-practical oversimplifica-tions, short-cuts, and reductions in data collection.
• Choice modeling of shopper behavior and pur-chase decisions is now made possible at the individual level
– with much more granularity than ever before,
– for multiple indices of shopping behavior
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RESEARCH BENEFITS 2
• Hypothetical „what-if“scenarios for retail, cate-gory, and product management can now be simulated for even large numbers of options, including
– likely competitor moves
– new product concepts
– newly created shopping environments.
• Traditional approaches for in-store research (e.g. Shelf Tests, Concealed Video-cameras) prove less efficient, consistent, and comparable across different test conditions.
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ENDThank You.
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Exploring Consumer Point-Of-Purchase Dynamics
Combining Virtual Reality and Choice Modeling in Consumer Purchase Analyses
• Bernhard Treiber & Stephen P. Needel
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CATEGORIES
GROCERY HOUSEHOLD OTC PERSONAL CARE
Baby Food Air Fresheners Acid Relief Baby Wipes
Baby Formula Automobile Tires Allergy Relief Bar Soap
Baked Beans Batteries Analgesics Body Wash
Beer Bleach Athelete's Foot Contraceptives
Butter/Margarine Cleaners Bandages Deodorants
Candy Dinner Napkins Bladder Infection Diapers
Canned Pasta Fabric Softener Corn/Callous Disposable Razors
Canned Tuna Laundry Detergent Cough/Cold Incontinence
Carbonated Beverages Mops/Brooms Laxatives Insoles
Chewing Gum Paper Towels Menopause Relief Personal Lubricants
Cigarettes Plastic Wraps Nasal Sprays Sanitary Protection
Cookies Soap Pads Stomach Remedies Shampoos
Crackers Storage Bags Thermometers Sun Care
Frozen Dinners/Entrees Tissues Throat Lozenges Toothpaste
Hot Cereal Toilet Paper Vitamins/Minerals
Ice Cream Novelties Trash Bags Yeast Infection Remedies
Juice - Aseptic
Juice - Chilled
Juice - Frozen
Juice - Shelf Stable
Ketchup
Lunch Meat
Mayonnaise
Nuts
Packaged Dinners
Ready to Eat Cereal
Salad Dressing
Salty Snacks
Spirits
Tea
Yogurt
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VALIDATION
0.75 0.8 0.85 0.9 0.95 1
CORRELATION
PAPER TOWELS
CARB BEV
LAXATIVES
RTE CEREAL
SHAMPOO
NASAL SPRAY
LAUNDRY DTG
SNACK NUTS
SALTY SNACKS
0.80
0.83
0.86
0.89
0.90
0.92
0.94
0.94
0.95
MARKET SHARE VS. SIMULATION SHARE
• When you ask people to shop normally, they do!
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-6
-5
-4
-3
-2
-1
0
1
2
3
SIM
UL
AT
IO
N S
HA
RE
C
HA
NG
E
-6 -4 -2 0 2 4 KROGER SHARE CHANGE
121 SKU VS. 85 SKU SHARE CHANGESREVISED MARKET SHARES
VALIDATION
Visionary Shopper can also be real-world predictive